What is Addictive in Internet?
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14 The Open Addiction Journal, 2012, 5, (Suppl 1: M2) 14-19 Open Access What is Addictive in Internet? Gabriel Thorens*, Alexandre Wullschleger, Riaz Khan, Sophia Achab and Daniele Fabio Zullino Division of Addictology, University Hospitals of Geneva, Switzerland Abstract: Focusing on World of Warcraft (WoW), the most popular massive multiplayer online role playing game (MMORPG), the present article stresses, that, similarly to addictive drugs, certain features of Internet applications may act on the mesolimbic dopaminergic system, and thus become addictive. The distinction is made between addictive products (e.g. nicotine, specific stimuli), first order vectors (e.g. tobacco, WoW software) and second order vectors (e.g. cigarettes, internet technology). Stimuli presented by Internet contents are described which have been reported in other contexts to induce addiction related neurobiological activities, i.e. stimuli with reference to sexuality, social acceptance, fairness, cooperative social interactions, social hierarchies, and humor. The mode of presentation of these stimuli represents another important issue. The development of WoW can be described as largely based on operant conditioning aspects, sequencing continuous and intermittent reinforcement, fixed- and variable-ratio schedules, purposely to initiate and maintain repetitive behavior. Regarding their addictive potential, the properties of the Internet technology can be discussed regarding two aspects: (a) accessibility/facility of use, and (b) rapidity of action. The addictive properties of WoW have probably been facilitated by the last technological developments, rendering the game more accessible, and permitting very strong time correlations between potentially addictive stimuli and the reinforced cognitions and behaviors. Keywords: Internet addiction, Video game, World of Warcraft, Reinforcement. INTRODUCTION players get a game account and choose a specific server. Each server contains thousands of players and is PvE (player It has repeatedly been asserted that Internet addiction is a vs environments: the players are fighting together against the sub-category of addictive behaviors sharing the clinical and non player characters), PvP (player vs player) or RP (role neurobiological characteristics which can define addiction as play, where players are supposed to chat and act as if they a general clinical category. Thus, finding similarities incarnate their character in the game) oriented. Servers are between the examined new entity (Internet addiction) and regrouped by languages. those already established (e.g. nicotine addiction) may be a momentous element to corroborate the claim. This paper will Players pick a character between two factions: horde or review available data on certain features of Internet alliance. They choose a race (human, troll, gnome…) and an applications which are supposed to act on the same ability (wizard, priest, warrior…). Everybody starts at level 1 neurobiological structures involved in substance-related with the same chance to progress through the game. addictions, e.g. the mesolimbic dopaminergic system. Depending on their abilities, players will be assigned to one of three specific roles: healing, making damages and tanking In doing so, the focus will be on World of Warcraft (absorbing damages). Until level 80 (the last level a player (WoW), the most popular massive multiplayer online role can reach with the last extension), the game is a succession playing game (MMORPG) worldwide. At the end of 2008, of repetitive quests based on a variation of: killing X WoW was reaching 11 millions players. The last extension monsters, bringing Y objects to character Z. The more the of the game (Wrath of the Leech King) was sold at 2.8 player progresses in the levels, the more he will be able to million copies within the first 24 hours of availability. join other players for group quests, group instances (specific DESCRIPTION OF WORLD OF WARCRAFT dungeons for 5 players), raids (dungeons for 10 or 25 players) or player vs player fights such as arena tournaments. Within WoW, players buy or download the game and get Before level 80, players cannot participate to arena a number of free trial days, then they have to pay a monthly tournaments or specific raids. At any time players can join a fee of approximately twenty US dollars (depending on the guild, i.e. a group with a structured hierarchy (guild leader, country in which they bought the game). At the beginning, officers, members and rookies) designed to enhance progression, share competences and, at level 80, to organize specific groups for raids. The rapid progression in the game *Address correspondence to this author at the Division of Addictology, University Hospitals of Geneva, Rue Grand-Pré 7OC, 1202 Genève nor only depends on grouping with others in guilds, but Switzerland; Tel: + 41 22 372 57 50; Fax: + 41 22 372 57 54; mainly on spending an amount of time playing the game. E-mail: Gabriel.Thorens@hcuge.ch The more one plays, the faster he could reach top levels and 1874-9410/12 2012 Bentham Open
What is Addictive in Internet? The Open Addiction Journal, 2012, Volume 5 15 acquire interesting objects. This could be a facilitating factor The Products of Internet Addiction to addictive way of playing; such as the attractive social Some of the most important aspects of learning and aspect of the game. expression of motivated behaviors (and addiction in DISTINGUISHING VECTORS AND PRODUCTS IN particular), have consistently been found to be related to a THE FIELD OF ADDICTIONS network of cerebral components interconnected via glutamatergic fibers, receiving dopaminergic afferents from One neglected issues in the discussion of addictive the ventral tegmental area (VTA) and comprising especially products is the distinction between addictive products and the prefrontal cortex (PFC), the hippocampus, the amygdala their vectors. We hereafter will first try to clarify the and the nucleus accumbens (NAcc) [1]. The activity of the product-vector distinction through the example of nicotine NAcc, a major part of the ventral striatum and a central node addiction, and subsequently discuss it with regard to internet within the limbic system, will be the main focus of the addiction. present review. NAcc serves as an interface between The distinction between addictive product and vector corticolimbic regions important for motivation and motor becomes rapidly evident when examining the triad cigarette, regions important for behavioral output and plays a key role tobacco and nicotine. Nicotine, the addictive substance, is a in generating motivated behaviors related to natural rewards component of tobacco, which itself is most often consumed as well as drugs of abuse. It seems among others to mediate as cigarette. Thus, the product nicotine is carried by tobacco, the reinforcing impact of drugs of abuse. which therefore becomes a vector for nicotine. We could call The ventral striatum/nucleus accumbens has been found this a vector of first order regarding nicotine. A cigarette, on to be activated in human neuroimaging experiments when a the other hand, is a mean to carry tobacco. We will thus call reward is received as well as when a reward is expected [2]. it a vector of second order regarding nicotine. This leads to For example, ventral striatal activity correlates with the multiple possible combinations between products and amount of money a subject can earn in an experiment and vectors. For example, consider that nicotine can be carried thus indicates reward value. The predictability of the reward by tobacco, by patches, by gums, etc. Tobacco can be seems to be the most important information the NAcc smoked by means of cigarettes, cigars, pipes, water pipes, carries. It has been proposed that it is not the prediction error etc. A cigarette can contain tobacco, marijuana, etc. but salience in general that is coded by the NAcc [3]. The addictive effects of smoking a cigarette will depend: Salience can be defined as the property of a stimulus that is • On the addictive property of nicotine, i.e. from unexpected as well as arousing and elicits an attentional– behavioral switch. This position is among others sustained specific effects which will generate addiction (which by evidence that negatively rated stimuli elicit activation in is subject of pharmacodynamics). the NAcc too. • On the concentration of nicotine in tobacco, i.e. from All known addictive drugs have been found to increase properties of the vector of first order (which is subject of pharmacokinetics). the extracellular concentration of dopamine in the nucleus accumbens. • On the design of cigarette, i.e. from properties of the vector of second order (which again is subject of INTERNET STIMULI WHICH ACTIVATE THE pharmacokinetics). STRIATUM • On the individual vulnerability of the smoker (which We will hereafter review different classes of is subject, in part, of pharmacogenetics). environmental stimuli which have been found to be associated with activations of the ventral striatum, and try to • On the technique of smoking. parallel them with specific features and contents of WoW. The first 3 factors will be the topic of the present paper. Nucleus accumbens dopamine levels have not only been The questions that arise are thus: found to be elevated in response to primary rewards such as food delivery or sexual stimuli, but also in response to • Which are the stimuli within the internet that may secondary rewards like monetary incentives [4-6]. possibly induce addiction related brain processes? We will describe stimuli presented by Internet contents While there are no explicit references to sexual content in which have been described in other contexts to induce WoW, players can chose between a male or female character addiction related neurobiological activities. Thus, we and can customize their appearance. Choosing “sexy” outfits will try to define the product of internet addiction. may therefore sexualize the content. The interaction between players through vocal or written chats is a possible way of • Which are the properties of Internet applications that seductive behavior. Some gamers overuse the in game promote the addictive efficiency of the products? seduction and may gladly gender swap in order to benefit Thus, we will try to examine the addiction promoting from some gamers generosity (offering some rare objects) or properties of the first order vector, the WoW assistance. The anonymity may also contribute to enhance software. such seductive social interactions. Furthermore, Internet is • Which are the properties of the Internet technology most likely known to enhance the intensity of the that boost the development of addictive Internet interpersonal interactions as described by Walthers [7] as consumption behaviors? Thus, we will try to analyze “hyperpersonal communication”. the addiction promoting properties of the second The presence of primary rewards is thus probably rather order vector. limited. Secondary rewards are, on the other hand, frequent.
16 The Open Addiction Journal, 2012, Volume 5 Thorens et al. In an interesting PET-study, raclopride binding to dopamine Fairness is a central preoccupation for the designers and receptors in the striatum was found to be significantly administrators of WoW. Thus, GMs (game masters, i.e. reduced in 8 male volunteers during a video game which employees of the game editor who play a mediating role in involved learning to navigate a tank for a monetary incentive game) are constantly accessible, answering questions and [8]. resolving quarrels between players. As in “real world” human society, specific rules have been edited, forbidding Humans are living in a highly social environment, in harassment, stealing, etc. transgressing these rules can lead which most accomplishments happen through collaboration to a definitive ban of a player account. Moreover, the WoW with others [9]. Cues that indicate social acceptance or being community constantly develops social regulations within the treated fairly by others may thus be highly salient and game. For example, a specific WoW term for thieves has potentially induce reinforcement. Several neuroimaging studies have actually reported activation in the striatum areas been coined: “Ninjas”, whose “bad behaviours” are denounced in the general chat channel. in response to several social stimuli [10]. Human social hierarchies are prominent in many It has repeatedly been found that cooperative social different settings (domestic, professional, recreational) interactions do activate the striatum whereas non-cooperative where they define implicit expectations and action behaviors do not [2, 11]. Also, such activations have been found when subjects experience mutual cooperation with a dispositions that drive suitable social behaviors [15]. Status within a social hierarchy is often made explicit (e.g., via human partner compared with mutual cooperation with a uniforms, honorifics, verbal assignment, or even in some computer partner, and this despite the fact that the monetary languages via status-specific grammar), but it can also be gain was identical in both situations [12]. inferred from cues such as facial features, height, gender, Within WoW, the way players interact with other people age, and dress. According to Festinger’s theory of social is very progressive. When starting, there is no need to play comparison processes [16], hierarchical ranks play a with other human characters; players can progress on their significant role in achieving accurate self-knowledge and own. They are, yet, always surrounded by others they can self-improvement. This is particularly so when subjects compare to (there is an option in the game, for looking at make upward social comparisons, i.e., comparisons between their experiences or equipments). It has, besides, been found oneself and an individual of higher status. that during the leveling phases, players tend to progress faster if they play alone [13]. In a recent study using an interactive game, two experiments were used to create a social hierarchy [15]. Furthermore, even the “non collaborative” parts of the Brain activity in ventral striatum was significantly greater game, i.e. the “player vs player competition”, are actually all when subjects viewed a player of a higher rank than a player designed to integrate important collaborative elements. For of a lower rank. In another interesting study, Erk et al., [17] example, the so-called “arena fights” are designed to let presented different types of grey-scaled photographs of cars compete 2 vs 2, 3 vs 3 and 5 vs 5 players, but never 1 vs 1. (sport cars, middle-sized cars and small cars) to men. They Players have to collaborate with at least one other person if were asked to assess the attractiveness of the cars they want to engage in such “arena fights”. Also, it becomes irrespective of the costs or practical considerations. Sports imperative for ambitious players to affiliate with cars were judged by the respondent’s significantly more and complementary characters, to counterbalance their own small cars significantly less attractive than medium-sized weaknesses. For example, a strong warrior will try to team cars. More attractive cars elicited stronger activations in with a frail priest, a character that has the capacity to heal ventral striatum. It has been proposed that sports cars do injuries of the other characters, who will reciprocally be able signal social dominance, as dominance and social rank are to heal him. mediated by individual attributes signaling wealth and Human studies have suggested that fairness based superfluity (the peacock’s tail principle). cooperation may be even more reinforcing than cooperation Not only do social comparisons affect activation levels in in itself. Fair offers e.g. lead to increased activity in the the ventral striatum, even if subjects are not actively engaged ventral striatum compared with unfair proposals of equal in decision-making [18] but the acquisition of a good monetary value [9]. In a particularly illustrating study [14] reputation was also found to activate the striatum [10]. subjects first played a sequential prisoners dilemma game The more WoW users play; the more they need to with (confederate) fair and unfair opponents. The focal interact with others to progress, i.e. the more they have to subjects were then scanned (using fMRI) when a slight pain – an electrical shock – was administered either to themselves compare themselves with their opponents and teammates. Thus, the development of tenaciously competitive guilds can or to confederate partners who behaved fairly or unfairly. regularly be observed, that are largely oriented in breaking Both men and women exhibited empathic responses in game records and being first in achieving specific game anterior cingulate and anterior insula when the fair partner goals. Their hiring criteria are very strict and their rules are received pain. However, only men reported a higher desire nearly martial. Players can access these guilds only if they for revenge against unfair partners, and also exhibited activation in the NAcc and orbital prefrontal cortex when are ready to play 3 to 5 nights per week and to keep a very competitive level if they do not want to be excluded. unfair partners were shocked. Male revenge desire ratings across subjects were also correlated with the estimate of Also, the equipment of characters (armory, weapons etc.) NAcc activity, consistent with the view that there is a reward is classed in different categories: common, rare and “epic” value in observing the punishment of unfair partners. (the toughest to get). These equipment classes are rendered easy to spot by other players, as they are marked by different
What is Addictive in Internet? The Open Addiction Journal, 2012, Volume 5 17 colors. For example, all “epic stuffs” are purple. The game a determined amount of time or after a determined number of also includes a feature permitting with a simple command to correct responses. These conditions can always stay the same check all equipments of each nearby player. (fixed) or can change over time (variable). Learned behaviors are acquired more slowly with intermittent Just as sports cars can signal social dominance by signaling superfluity (the peacock’s tail principle), WoW reinforcement, but the response is more resistant to extinction. gives the possibility to acquire not only useful objects (in term of improving abilities), but plenty of ostentatious There are four schedules of partial reinforcement, which ornamental objects, e.g. a dragon who has the same speed as all differ regarding the elicited response patterns: Fixed-ratio a normal mount but a much more showy aspect. schedules, variable-ratio schedules, fixed-interval schedules, Furthermore, players can acquire “pets”, which are simply and variable-interval schedules. In WoW, we can find “useless” animals following the avatars. Some of these particularly variable-ratio schedules and fixed-interval “pets” are especially rare and difficult to acquire. schedules. Finally, humor, another important social interaction Variable-ratio schedules occur when a response is feature, has been found to engage the nucleus accumbens reinforced after an unpredictable number of responses. This [19]. The degree of humor intensity was positively correlated schedule creates a high steady rate of responding. Gambling with BOLD (Blood-oxygen-level dependent) signal and lottery games are good examples of variable ratio intensity. schedules. Variable-ratio schedules are best for maintaining behavior. Amusingly, humor is largely present in WoW. E.g. there are various “Easter eggs” integrated within quests, This type of schedule seems to be largely the basis of environment, nonplayer characters, etc., to be found by WoW. Players are, e.g. requested do a repetitive rapid task players. They are often humorous references to literature, (killing monsters) to get a potential reward which is always a movies, etc. For example, the character called Haris Pilton certain amount of virtual money and sometimes a rare item. sells the biggest and most expensive bag of the game. This item represents the reinforcer after an unpredictable number of responses (0.5% chance to be obtained by killing The First Order Vector a monster). While the occurrence of salient stimuli during the game Fixed-interval schedules are those where the first is a necessary causal factor for reinforcement, it is in itself response is rewarded only after a specified amount of time not sufficient. The mode of presentation of these stimuli has elapsed. The time period required is always the same. represents another important issue. The next step will be to question characteristics of the first order vector (i.e. the This schedule causes high amounts of responses near the WoW-software) which are suitable to sustain the reinforcing end of the interval, but much slower responses immediately effects of the stimuli. While nicotine’s effect largely depends after the delivery of the reinforcer. from its kinetics, the same can be supposed for WoW. Thus, WoW uses fixed-interval schedules too. For example, the “kinetics” of the game can be expected to basically changing silver into gold is an ability of the profession influence its addictive properties. “Kinetics” in this context “alchemists”. After having changed one silver ingot into a means the pattern of stimulus-presentation. gold ingot, a fixed time interval begins during which no The model of operant conditioning will be used to other conversions are possible. Another example of fixed- examine this issue. Operant conditioning is the process of interval schedule applied in WoW is the one weekly behavior modification in which the likelihood of a specific authorization to compete in specific rewarding instances. behavior is increased or decreased through positive or Ratio schedules produce higher rates of responding than negative reinforcement each time the behavior is exhibited. interval schedules, when the rates of reinforcement are Through operant conditioning, an association is made otherwise similar. Variable schedules produce higher rates between a behavior and its consequence. and greater resistance to extinction than most fixed Hence the question arises: how is WoW designed in schedules. The variable-ratio schedule produces both the order to use addictive stimuli in operant conditioning? highest rate of responding and the greatest resistance to extinction. This also explains gamblers’ addictive behaviors Stimuli may be presented in the environment according at slot machines, which are designed to apply variable-ratio to two basic categories of schedule: continuous and schedules. The same is true for WoW. intermittent. COMPOUND SCHEDULES In continuous reinforcement, the desired behavior is reinforced every single time it occurs. Generally, this Thus WoW seems to use most of the simple reinforcing schedule is best used during the initial stages of learning in schedules, it can also combine them to become so-called order to create a strong association between behavior and compound schedules. These combine two or more different response. Once the response is firmly attached, simple schedules in some way using the same reinforcer for reinforcement in research is usually switched to a partial the same behavior. reinforcement schedule. When analyzing WoW, it becomes Multiple schedules are schedules where anyone of two, or rapidly evident, that both classes of schedules are used in a more, schedules may occur with a stimulus indicating which compound manner, which will be discussed below. one is in force. For example, a schedule A may be In intermittent (or partial) reinforcement, the response is operational when given a red light and a schedule B when reinforced only part of the time. The reward is delivered after given a yellow light. In WoW, such a change of schedule can
18 The Open Addiction Journal, 2012, Volume 5 Thorens et al. be found for example in the battle against specific monsters. The Second Order Vector Some monsters can change their form, switching between Just as cigarettes can be considered as vectors of second two or more shapes and colors. Each form signals a different order to carry tobacco and nicotine, the internet technology schedule according to which it can be defeated. In one form, represents a vector of second order to carry the WoW game. the monster can be vulnerable to a certain amount of sword hits (variable-ratio schedule), and in the alternative form The characteristics of second order vectors may be considered regarding two aspects: (a) accessibility/facility of only after a certain time lap (variable-interval schedule). use, and (b) rapidity of action. Concurrent schedules are those, where 2 or more Regarding the accessibility/facility of use aspect, schedules are simultaneously in force though not necessarily commercially manufactured cigarettes today represent the on 2 or more different response devices, and reinforcement on those schedules is independent of each other. Thus, they best option to facilitate initiation and maintenance of nicotine use. Similarly, Internet technologies have constantly are schedules of reinforcement that are simultaneously been developed in order to increase the so-called AAA available to a subject, so that he can respond on either principle (accessibility, affordability, and anonymity), schedule. Each behavior pays off according to its own rendering Internet products increasingly available for a large schedule of reinforcement. Concurrent schedules often lead population. An obvious interest for the game designers is to to rapid alternation between the keys. One illustrative example from WoW may be the possibility to defeat an implement WoW on mobile devices, improving the vector for the same product. In doing so, the salient stimuli present enemy through different weapons or magic spells, each in Wow will remain the same, but the availability of the method having its own schedule of reinforcement. product will greatly increase. There is already a version of Another form of compound schedules is the so called the WoW armory (an online list of avatar’s characteristics chained schedules, where reinforcement occurs after two or and statistics) available on some new phones. more successive schedules have been completed, with a Regarding the rapidity of action aspect, the diffusion stimulus indicating when one schedule has been completed speed of addictive substances in the brain has been and the next has started. Chaining thus involves linking recognized as affecting their reinforcing effects. This discrete behaviors together in a series, such that each result association has among others been shown in PET studies that of each behavior is both the reinforcement (and evaluated the pharmacokinetics of cocaine, documenting that consequence) for the previous behavior, and the discriminative stimuli (or antecedent) for the next behavior. it was the fast uptake of the drug into the brain but not the brain concentration per se that was associated with getting At the end of the chain, a reinforcer is given. This principle high (reviewed in [20]). Thus, faster the dopamine increases, is largely present in WoW. For example, quests are usually the more intense the reinforcing effects. Speed is also an chained to attain a specific goal. E.g. the avatar of a player is imperative preoccupation for the game designers: not only solicited to acquire a specific metal (obtaining experience have the ingame speeded (i.e. how fast your avatar is points and possibly gold), to carry it to a blacksmith (gaining again rewards), to use the sword manufactured by the moving) but also the fluidity of the game, that depends notably on the data transfer technology. Massive efforts are blacksmith to combat a monster (gaining rewards), and done by the designers to prevent lags or delays in the game. finally to bring the monster’s head to the king (receiving a Thus, the time correlation between potentially addictive particularly valuable item). A further striking example is the stimuli and the reinforced cognitions and behaviors has been leveling process itself. improved. A further interesting form of reinforcement which has been described is the so called differential reinforcement of CONCLUSIONS high rates (DRH). This term describes a schedule of The aim of the present paper was to discuss similarities reinforcement in which the reinforcement is provided at the between Internet addiction and already established end of a predetermined interval contingent on the number of addictions. We have taken WoW as an illustration, responses emitted during the interval being greater than a comparing it notably with nicotine. It appears that various gradually increasing criterion based on the individual's environmental stimuli which have been found to be performance in precious intervals. DRH can be used to associated with activations of the ventral striatum, are increase high rates of responding. It is like an interval recurrently presented during the game, and may act as schedule, except that a minimum number of responses are behavioral reinforcers leading eventually to addiction. required in the interval in order to receive reinforcement. One remarkable example from WoW may be the healing Regarding the first order vector aspects, it appears that activity of healers. Take for example, a healer who is the game regularly presents the salient stimuli in patterns committed to restore health points of a warrior who himself corresponding to operant conditioning, using compound is fighting a monster. As the warrior may continuously be schedules optimizing on one hand the acquisition of the injured by the monster, he has to repeatedly be healed by the reinforced behavior, and on the other hand, its maintenance healer in order to continue his fight interval condition. It will and its resistance to extinction. be the healers’ (and the warriors’) interest that the healer Finally, the addictive properties of WoW have probably rapidly and repeatedly casts the healing spells, as they “cool been facilitated by the last technological developments, down” within few seconds, i.e. loose their effect. It is also rendering the game more accessible, and permitting very prohibited to automatize these procedures, thus forcing the strong time correlations between potentially addictive stimuli healer to repeat the action manually. and the reinforced cognitions and behaviors.
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